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Make Your Move 3.0: It's over, it's done, moving on.

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D

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I'm liking the Paper Luigi moveser, especially the Final Smash.:laugh:
 
Joined
Jun 26, 2007
Messages
1,403
Location
koopa cape located at the end of rainbow road
Introducing.........

Bowser’s Minions:
Oh yes, it’s true, after all the years of mario stomping on them its now the minions chance to stomp on mario. You take control of four of Bowser’s best minions-Monty Mole, Blooper, Goomba, and Koopa-in their quest to redeem themselves and reaffirm their dominance in the mushroom kingdom.

Note:The character is similar to Pokemon Trainers pokemon in that you can cycle through them during the match.

Another note: The percentages after each move description are how much damage the move does.

Monty Mole:



Stats:

Speed: 5/5 he’s a fast little bugger both on top of and under the ground. Although he is not a fan of the air he still moves pretty well there as well.

Strength: 2/5 None of the minions are all that strong relying more on speed and technique then power.

Weight: 2/5 small but hefty for his size.

Height: 1/5 about the size of jiggs

Fall speed: 4/5 he may be small but he wants to get back to the ground quick and falls rather fast

Recovery/Jumping: 3/5 he’s light on his feet and his Up Special is pretty good


Basic Movement:
While on the ground Monty stays in his hole and moves around in it. When he jumps the hole diapears.


Entrance:
Digs up from underground


Standard Moves:

A,A,A combo: left claw swipe, right swipe, flip kick. Only a little upward knockback on the flip kick 2%- 6%

Dash Attack: digs a tunnel underground/under the foe. Pops the foe up into the air. 9%

Side Tilt: Jabs claw forward. No knockback. 7%

Down Tilt: pokes at the ground with claw (like wario’s down tilt). Can cause tripping. 6%

Up tilt: upward headbutt. Very, very slight upward knockback but enough to lead well into his up smash. 5%

Side Smash: a double claw thrust. Medium knockback. 22%

Down Smash: hops in a hole and spins around with his claws outstreatched. Can cause tripping. 19% damage (if all hits connect)

Up Smash: digs deep underground then pops up quickly with high knockback and high damage. 23%

Air moves:

Neutral Air: spins with its belly toward the ground with all limbs out streached. Not that much knockback. Multi-hit move, if all conect 8% damage

Up Air: swipes both claws in an arch above head. Not much knockback but good to start combos. 6%

Down Air: A stall-then-fall downward drillbit move. Does 10% damage.

Forward Air: flipping swipe in front of him. 9%

Back Air: think link/tlink’s back air except with claws. 8%


Grabs/ Throws:

Grab Attack: claws at the grabbed with his claws (what else?) 3%

Up Throw: tosses foe up with both claws. Not that much knockback. 9%

Down Throw: throws the foes into the hole monty is seen in so often causing a pitfall effect but only for 1.5 seconds. 11%

Forward Throw: spinning throw. Medium knockback. 10%

Back Throw: pildriver move. 10%

Special Moves:

Up Special: Gyser- Through Monty’s digging he finds a thermal vent that blasts him into the air. Anyone who gets hit by monty take 11% damage, and one hit by the water takes no damages but take high knockback upward.

Standard Special: Dirt Nap- Monty Mole has the Ability to build his own pitfalls. He dissapears into the ground and reappears very quickly and a pitfall is made in the spot where he disapeared. Only two pits are allowed on the stage by each monty at a time. Any one who falls into the pit will receive 12% damage.

Side Special: Rock Toss- as we have seen many times monty picks up a rock. This is a chargable move the longer you charge it the bigger the rock and the stronger the attack becomes. Ungarged it deals 5% damage and fully charged it deals 15% damage.

Down Special: Switch Minion- self explanitory. But each minion switches in a unique way. Monty Mole digs into the ground when he is switched from and out of the ground when he is switched to. The order is Goomba->Koopa->Monty Mole->Blooper and so on

Final Smash:

Minion Avalanche: Kammy Koopa appears and levitates all the minions. She then clones each of them five times and flings them around the stage at random angles using her magic. Each minion that hits a foe causes 5% damage. So that means if every single minion hits you it could cause up to 100% damage, but it supremely unlikely that evert single one will hit you. The FS is best for free for alls.


Taunts and dodges:

Up Taunt: scratches his head with his claw

Side Taunt: does the “come on” captain falcon pose

Down Taunt: takes a scoop of dirt in his claw and tosses it in the air

Rolling dodge: Monty digs underground and tunnels either forward or backward a bit depending on the direction pushed.

Spot dodge: simply ducks under ground for a moment

Air Dodge: curls up in a ball mid-air


Kirby Hat:

Kirby wears Monty Mole’s ears, eyes and nose on top of his head as his hat.

Alternate Colors/Coustumes:
-Standard Brown
-Dark Green Fur with light green face
-Dark Blue Fur with light blue face
-All White
-Dark Red Fur with orange/pink face
-All Black with red eyes
-All gold and wearing shades like the guys from the Mario & Luigi games


Blooper:



Stats:

Speed: 3/5 he’s the slowest of the four cause he floats.

Attack Speed: 5/5 all the minions attack fast.

Strength: 3/5 None of the minions are all that strong relying more on speed and technique then power.

Weight: 3/5 he’s water logged but floaty.

Height: 3/5 the largest of the minions.

Fall speed: 2/5 he floats instead of walks and drifts slowly to the ground.

Recovery/Jumping: 5/5 is multiple jumps and good Up Special make for a great recovery.


Basic Movements:

Blooper floats around the stage as if it were in water. And when it jumps (it can jump up to 4 times) it looks like a jellyfish swimming upward.

Standard Moves:

A,A,A combo: tenticle slap, tenticle slap, headbutt 2%- 6%

Dash attack: tenticles form a point that is aimed at anyone in the way. 10%

Side Tilt: spinning back-hand like tenticle 8%

Down Tilt: spreads out tenticles on the ground quickly hitting on both sides. Can cause tripping. 6%

Up tilt: upward headbutt. more knockback then monty but still not a whole lot. 7%

Side Smash: a short range ink blast may cause oppenent to slip. 17%

Down Smash: slaps in front of it twice with it’s tenticles. 14%

Up Smash: spins on his head like a top. Multi-hit move with the last hit having high knockback. 20%

Air moves:

Neutral Air: trashes around in midair. 9%

Up Air: slaps above him with all of his tenticles. 10%

Down Air: stall-then-fall like his dash attack, uses tenicles as a spear and plummets downward. 11%

Forward Air: does a flip and slaps in front of him. A minor meteor smash. 8%

Back Air: does a back flip and slaps behind him. A more powerful meteor smash. 10%

Grabs/ Throws:

Grab Attack: while holding foe with two tenticles slaps them with the others. 2%

Up Throw: does a helicopter spin then throws them upward. 10%

Down Throw: wraps foes in tenticles and slams them into the ground. 12%

Forward Throw: grabs the foe, does a flip then throws them in front of blooper. 11%

Back Throw: grabs them leans forward and drops the foe on their head. 9%

Special Moves:

Up Special: Blooper-copter- Spins its tenticles around like a helicopter flying upward. It’s a multi-hit move doing up to 12% damage with 3% damage with each hit.

Side Special: Tenticle toss- the blooper tosses a tenticle (which soon regenerates on the blooper) at you like a spear which does 9% damage to anyone it hits. It can then be picked up and thrown again for a short while.

Standard Special: Ink Blot- spews ink infront of him causing ink to coat the ground for 10 seconds. The ink causes foes to move like the would on the oil from flatzone and the UFO from fourside. There is also a 10% chance the foes will trip. Anyone hit directly by the stream of ink will take 10% damage.

Down Special: Switch Minion- self explanitory, But each minion switches in a unique way. A puddle apears and the Blooper hops in or out of it. the order is Goomba->Koopa->Monty Mole->Blooper and so on

Final Smash:

Minion Avalanche: Kammy Koopa appears and levitates all the minions. She then clones each of them five times and flings them around the stage at random angles using her magic. Each minion that hits a foe causes 5% damage. So that means if every single minion hits you it could cause up to 100% damage, but it supremely unlikely that evert single one will hit you. The FS is best for free for alls.

Taunts and dodges:

Up Taunt: Does a backflip.

Side Taunt: Looks at the screen and says “BLOOP”.

Down Taunt: Flops around like a fish out of water.

Rolling Dodge: squirts ink that pushes him forward or backward.

Standing Dodge: leans back like he’s doing the limbo.

Air Dodge: does a 360 spin in mid-air.

Kirby Hat:

Kirby wears to pointy top of Bloopers head as well as blooper’s eyes right below.

Alternate Colors/Coustumes:
-Standard White
-Black With Red Eyes
-Red
-Blue
-Green
-Gold
-Purple

Goomba:



Stats:
Speed: 3/5 those little legs can only go so fast.
Attack Speed: 5/5 all of the minions attack real quick.
Strength: 2/5 None of the minions are all that strong relying more on speed and technique then power.
Weight: 1/5 he’s a tiny little guy.
Height: 1/5 smallest of them all.
Fall speed: 2/5 because of his size he tends to stay in the air longer.
Recovery/Jumping: 4/5 he’s light on his feet and his Up Special takes him pretty high.
Basic Movements: waddles around and hops as usual nothing special.

Standard Moves:
A,A,A combo: right kick, left kick, headbutt 1%-4%
Dash attack: runs then does a somersault. 9%

Side Tilt: fires a very short range poison dart (from mario rpg). 6%
Down Tilt: kicks at the ground. 5%
Up tilt: upward headbutt. 7%

Side Smash: Runs in place for a sec (while charging) then charges forward. 15%
Down Smash: Takes a big chomp at the foes feet. 12%
Up Smash: spike helmet appears on head, and does a headbutt upward.

Air moves:
Neutral Air: takes a bite midair. 8%
Up Air: does a spin kick above him (think sonics up air). 10%
Down Air: does multiple kicks below him. Each kick does 3% damage
Forward Air: flipping kick. When he comes back around, if the foe is hit by the heel of the foot they are meteor smashed.
Back Air: back kick (think mario). 7% damage

Grabs/ Throws:
Grab Attack: goomba grabs the for in his mouth and chomps on them. Does 3% for each chomp
Up Throw: spits them vertically. 7%
Down Throw: spits them into the ground then stomps on them. 10%
Forward Throw: spits them forward. 6%
Back Throw: spits them behind gooma. 6%

Special Moves:
Up Special: Kuriboes Shoe- Kuriboes Shoe appears underneath him and he hops up really high. Doing 14% damage on contact with a foe.
Side Special: Charge!- the Goomba runs in place for a second then charges forward a distance. Does 10% damage to anyone in the way.
Standard Special: Headbonk- you know it, you love it, it’s the headbonk. It has similar properties to Toon Links down Air in that Goomba bounces up after each hit. 1st hit does 7% damage then the next hits go down in damage by 1% each time until it hits one.
Down Special: Switch Minion- self explanitory, But each minion switches in a unique way. The goomba jumps out of/into the background of the stage. the order is Goomba->Koopa->Monty Mole->Blooper and so on

Final Smash:
Minion Avalanche: Kammy Koopa appears and levitates all the minions. She then clones each of them five times and flings them around the stage at random angles using her magic. Each minion that hits a foe causes 5% damage. So that means if every single minion hits you it could cause up to 100% damage, but it supremely unlikely that evert single one will hit you. The FS is best for free for alls.

Taunts and dodges:
Up Taunt: a mushroom apears out of nowhere and goomba eats it.
SideTaunt: does a cartwheel type thing.
Down Taunt: gets “squashed” as if he was stomped on then pops back to normal.
Rolling Dodge: Hops to the right or the left very quickly.
Standing dodge: falls on his face then stands up very quickly
Air dodge: spins in place.

Kirby Hat:
Like the others he wears a hat of the characters head. But this time it’s the goomba’s whole head/body.

Alternate Colors/Coustumes:
-Standard Brown
-Dark Goomba from paper mario series
-Goomella coustume.
-Red body
-Blue Body
-Green body
-Silver Body

Koopa:



Stats:
Movement Speed: 4/5 he’s a fast little dude especially when he slides in his shell.
Attack Speed: 5/5 all the minions attack super fast
Strength: 2.5/5 None of the minions are all that strong relying more on speed and technique then power.
Weight: 3/5 small but the shell is a bit heavy.
Height: 2/5 about the size of olimar
Fall speed: 3.5/5 he may be small but as I said before his shell is sorta heavy.
Recovery/Jumping: 2/5 he’s light on his feet and but his Up Special ain’t all that great.
Basic Movements: Walks and hops like he does in all the mario games. Nothing special

Standard Moves:
A,A,A combo: right jab, left jab, butt bump. 2%-7%

Side Tilt: straight right punch. 5%
Down Tilt: crouching leg sweep. 6%
Up tilt: little uppercut. 7%

Side Smash: pulls off shell real quick and swings it in front of him like a blunt object. 15%
Down Smash: spins around on back with limbs outstreched. 4% each hit, 4 hits total.
Up Smash: does a handstand kick directly above him. 13%

Air moves:
Neutral Air: does a mid air karate chop. 6%
Up Air: thrust his shell upward. 7%
Down Air: bicycle kick (like yoshi’s but only done once) 8%
Forward Air: double fist thrust. 8%
Back Air: back handed jab (like capt. Falcons back air). 5%

Grabs/ Throws:
Grab Attack: slaps the foe. 2% each hit
Up Throw: throws foe on top of shell, and spins. Eventually (a second or so) the foe is thrown off into the air. 10%
Down Throw: throws the foe down as if he was spiking a football. 12%
Forward Throw: throws foe to the ground in front of him, retracts into shell and slams into them blasting them forward. 11%
Back Throw: non-chalantly throws the foe over his shoulder. 9%

Special Moves:
Up Special: Shell Kick- the koopa (in his shell) pops into the air as if kicked by mario. Does 13% damage.
Side Special: Fireshell- the shell is lit with flames and he spins in place while charging. Then shoots forward real fast damaging anyone in its path. Does 16% damage.
Standard Special: Shell Shot- works like a boomarang, the Koopa slides forward very quickly and then returns to his original position. Does 10% damage.
Down Special: Switch Minion- self explanitory, But each minion switches in a unique way. The koopa’s shell slides onto/off of the stage from/to the background. the order is Goomba->Koopa->Monty Mole->Blooper and so on

Final Smash:
Minion Avalanche: Kammy Koopa appears and levitates all the minions. She then clones each of them five times and flings them around the stage at random angles using her magic. Each minion that hits a foe causes 5% damage. So that means if every single minion hits you it could cause up to 100% damage, but it supremely unlikely that evert single one will hit you. The FS is best for free for alls.

Taunts and Dodges:
Up Taunt: Spins falls on his back and struggles to get up.
Side Taunt: Gives a thumbs up looks at the screen and winks (like the koopa bros. from the 1st paper mario).
Down Taunt: Does a break Dance move.
Rolling dodge: Rolls to the side in his shell
Standing dodge: does a quick spin in his shell
Air dodge: same as Bowser’s

Kirby Hat:
Wears the green shell with the koopa’s eyes peeking over the edge.

Alternate Colors/Coustumes:
-Standard Green
-Red shell
-Blue Shell (kooper from the 2nd paper mario)
-Dark Koopa from paper mario series
-Gold shell koopa
-White shell
-Black Shell


I will be editing it to make it look pretty.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
WARNING: CHALLENGER APPROACHING


The Mascot of Microsoft word, Clipit joins the battle!

Entry: A piece of paper appears, which he rolls out onto in his bike form.
Size: Comparable to Pikachu.
Speed: 3.5/5
---Walking: Makes short hops in the direction of movement
---Running: Unfolds his "arm" and quickly pulls himself in direction of movement
Jump: 4/5
---First jump: Folds himself downwards, then bounces up quickly
---Double Jump: Does a front flip in the air, shorter height than the first jump, about 75%
Multi-Jump: No
Tether recovery: Yes

Now, for the moveset

Standard combo:
Jabs with his head, 3%
Hits with his... butt, I guess, 4%
Waves his "arm" around is a circle, 2% on first two hits, then 1% per hit

Dash attack
Does a somersault. 6% damage

F-tilt
Quickly slaps his arm forward, 8% and small knockback
D-tilt
Compareable to Marth's, Meta-Knight's D-tilt, 6% damage
U-tilt
Quickly Jabs his arm upward, 4%, Easily juggled

Fsmash
Turns around, and charges for a backhand swipe.
Fully charged: 16%, Quick draw: 12%.
Usmash
Lies down, puts his arm against the ground... then quickly folds outward. Sweet spot is on the outward strike.
Fully Charged(sweetspot): 18%, Fully Charged (Non sweetspot) 14%
Quick Draw(Sweetspot) 14%, Quck Draw (Non sweetspot) 10%
DSmash
Swipes his arm in a circle around him. (Didn't see that coming, huh.)
Fully charged: 12%, quick draw: 10%
Has the side effct of tripping those you hit!

Nair
Transforms into his "Atom" shape, knocking way foes in all directions. 6%
Fair
Spins around, flailing his arm in front of him. 4 hits, 2% for first three, 4% for last.
Dair
His meteor smash. Folds up, then slams down. 7% damage.
Uair Spins around, wth his arm pointing upward.
Arm: 5 hits, 2% each, Body: 5% damage
Bair
Compare to Fair

Nspec
Font gun, Shoots small, zero knockback "A"s at opponents. Short range (Wolf's Blaster), then they fall at an arc. good for edgeguarding. Continues to shoot as long as you hold B. 1% damage per "A".
Fspec
Paintbrush, swings a painbrush in front of him,also slattering paint everywhere. The paint hinders opponents movement.
9% Paintbrush swing, no damage from paint
USpec
Steel Whip, Compare to Ivysaur's Vine whip.
6% damage non sweetspotted, 12% sweetspotted.
DSpec
Extension, Adds a small amount to Clipit's range. Can be used 5 times. Each time being hit removes an extension.

Grab
His arm curves to a hook, and he pulls his opponent towards him.
Grab attack
Squeezes his opponent, 2% damage
Throws
All of these are generic directional throws.

FINAL SMASH
System Error

The whole screen becomes blue, you cannot see the stage, but characters are still visible. Everyone else begins to take damage, (About 40% until the finale) Clipit moves closer to the screen, then knocks on it. The screen cracks, everyone caught in a crack has high knockback.

UTaunt
Puts on glasses, writes on a piece of paper
Staunt
Looks in the direction of his opponent, then shrugs
DTaunt
Puts on headphones, you hear muffled music from the hidden Windws XP theme song


Assist trophy

Eraser. The eraser wil randmly erase parts of the stage.

Stage
Microsoft word. Comparable to Flat zone, but without hazards. Occasionaly, the top of the screen will bein to fill with words, describing the characters fighting.

Item
Keyboard
A battering item, that breaks when you hit someone with it. The keys then fly out and do small amounts of damage.It also breaks when attacked or thrown.
 

cheap_josh

Smash Ace
Joined
Mar 24, 2008
Messages
914
Location
Northern Virginia
SUPERCULTIST JOINS THE BRAWL
You will now witness the evil!!!

Supercultist is the leader of dangerous and mysterious cult. They exclude themselves from public, devoting their life to their horrible ways and tampering with the dark arts. When they do make public appearances, they strike fear, they abuse the magic they've corrupted, and are considered mystical terrorists. They've only one goal in mind: seeking true power (and of course, for the world to submit). They occupy some remote island in the Pacific that few have heard of, so it's no telling what's actually going on there. Here's a picture of him:

When he walks you can't see his feet, they're under the robe.

Stats:
Supercultist is average moving, he's just a little bit faster than Mario. He also has generous jumps but consequently he's just as light as Mr. Game and Watch. As far as power, from what I see he doesn't have a lot of moves that actually have power, so it's hard for me to judge. Most of his attacks aren't that strong, unless he uses some of his abilities (See down). He's the size of Mario. He also can not wall jump. While doing most of his attacks you can hear a heavy breath or an unrecognizable whisper.

B attacks:
B - Phantom Kick: With a swift, cool-looking kicking motion, Supercultist emits a medium size energy blast from his foot (about the size of Din's fire). It's a very fast attack and has almost no lag, it's practically spammable, but it does very low knockback. It doesn't do a lot of damage on its own though. It has a pretty good travel distance as well. The blast looks like whatever is emitting from Ganondorf's Warlock Punch.

B DOWN - Terrormode: You become shrouded in dark energy and you start giving off a dark and sinister glow (again, it looks like the stuff that emits from Warlock punch).While in terrormode you take more damage and die at a lower percentage. However, all of your A attacks are more powerful, dealing more damage and knockback. You are also immune from any energy attacks (ex: Samus' power ball thing, Pikachu thunder, PK flash, fireball etc). If you get hit by one of those you absorb it and hit even harder, it keeps stacking up. However, once you use any B attack or a throw, terrormode cancels (before you attack). The exception being Phantom Kick, you can use that and the amount of punch it packs depends on how many energy attacks you've absorbed (if you haven't absorbed any, then it attacks normally), then it cancels. This lasts for eight seconds, and then cannot be used for another seven, even if cancelled early.

B OVER - Clocks: B over emits an invisible beam/blast that travels about 3/4ths length of Mario's fireball (Samus' final smash, size-wise), and anything caught in its path slows down like the clock item for three seconds. This includes projectiles, energy blasts, and enemy players. This move is good for comboing, you can slow down an incoming attack, use your B-up and switch places with your opponent if near by, and s/he'll get hit by their own attack. Also, there is a sliiiight chance the clock could actually speed up instead, so be careful (Occurs very infrequently, like Peach uprooting a lightsaber). Has a four second recharge time.

B UP - Dimension Rip: Supercultist rips a hole in the dimension, and appears further in whichever direction you move the stick (an exit hole is created as well). The longer you hold the stick in direction, the further you travel (within reason). A perk to this move is if there's an opponent occupying the location you're "teleporting to", you basically switch positions.The opponent would get sucked into the exit hole and exit through the entrance hole. So if you were falling of a ledge the opponent will end up falling instead of you. :D

A attacks:
A: shadowy kick
AA: jump kick in which the character flips over himself to perform.
AAA: A quick strangling motion.
A SMASH Down – Spirit Blast: Does a prayer motion and a dark spirit descends fast-paced and strikes you which inturn strikes the enemy. It's still considered an A smash attack but with a unique animation.
A SMASH UP – Up Kick: He does a handstand and kicks upward.
A SMASH Over: Does a volleyball spiking motion while giving off an electric charge. (not an actual Smash Bros. Related spike).
UP TILT – Stretchy Uppercut: His body grows a little vertically while doing an upercut (goes back to normal size after attacking). Laggy, but does a good amount of damage damage.
FORWARD TILT – dark smack: Smacks you. Not a girly slap, more of an “upside yo head” motion, of course leaving a trail of dark energy.
Down Tilt: Does the splits kicking in both directions, has pretty good knockback.

Airs:
NAIR: He surrounds himself in more dark energy and rotates/spin around really fast dealing damage to get whoever hit. Has good knockback but doesn't do a lot of damage.
B/FAIR: He leans to the side, A jet of dark energy blasts from under his robe/feet, similar to a Captain Punch if it was a kick, but it doesn't do nearly as much damage.
DAIR: He does a flip while and comes back around with a kicking motion, this attack causes a spike. Doesn't do a lot of damage though. Unlike his other shadowy attacks, this emits fire but it doesn't actually affect the player.
UAIR: Like the Dair, only it's a 180 flip, and ends up kicking the enemy upwards rather than down. Unlike his other shadowy attacks, this emits ice but it doesn't actually affect the player.

Throws:
F/B Throw: He grabs you, does a 360 spin and hurls you in the direction while surging with electricity.
Dthrow: Pins the opponent to the ground, utters a small prayer/ritual, shadow energy bursts afrom the ground engulfing the enemy.
Uthrow: He enters the body of the opponent, strikes from the inside dealing damage, and then exits downwards forcing the body upwards.
Grab Hit: He smacks you with one of the cult's many books.

Other Stuff:
Final Smash – The Phantom Touch: Dark energy is once again emitted, but this time in a superfluous amount. He becomes transparent. When an enemy comes in contact, you can press A to use the touch. The enemy is instantly at 250% damage. No knockback or anything though, so you still have to hit him again. The attack is instant, no crazy movie or anything, and it can only be used once. If the enemy is already passed 250 damage, it knocks the enemy back, possibly KO-ing them (but doing no damage).

Assist Trophy - True Power: If the cultists do everything they're supposed to before dying, they become superbeings, they get all the power. They have the cake, and eat it. The world is now theirs. One of these Super-supercultists appear on screen and use their awesome power to potentially KO victims. The AT has a ring of power around it and it occasionally gets bigger and pulses. This is also a normal trophy.


Stage - Temple of Corrupted Souls:

The capital of Evil World (The name of their island). This evil temple is where all the ungodly, horrific practices and rituals (and even sacrifices) take place. There's no telling what dark powers plague the air you breathe here, so as a result, the cult is now the only residents. Nobody else is foolish enough to throw their life away. The sky is always dark and it's on top of an old mountain haunted by ghosts. As far as the stage, you can see what it's like in the picture. It's very simple as far as play, it's just a trapezoidish playing area with no dynamic/interactive events. Sometimes lightning strikes down on that purple marking cause some weird stuff to happen in the background, but nothing that affects gameplay. Music - http://www.youtube.com/watch?v=N-DGdIs1du0 or something like it.

Item - Book of Terror:
The item is an old, chained and beat-up looking black and brown book. It's the code this cult lives by, it contains all of their scriptures and instructions. Pick this item up and you get your very own Terroform for 10 seconds. The terrorform from the book is a little different in that it's not as powerful and no B moves at all will work with it. It does not stack with Supercultist making the item practically useless for him.

Misc:
Winning Pose 1: He starts glowing red and starts chanting in an unrecognizable language.
Winning Pose 2: “You had your chance, but now it's too late.”
Winning Pose 3: “The one with the most power, wins.”
Losing Pose: He's a jerk, he doesn't clap. He just sits there and meditates. Because being a bad person just isn't enough, you have to be a bad sport too.
Taunt 1: He says “Join Us” and motions for you to come closer.
Taunt 2: He exclaims “BOW DOWN TO YOUR TRUE LEADER” while making hand gestures.
Taunt 3: Sits down and begins a prayer.

-His icon is a skull.
-Idle Stance: Hands are together, sitting still. In his dizzy form he appears almost paralyzed, trying to move but can't, and instead just leans clumsily.
-Entrance: a tombstone appears, and then he breaks out of the ground like a zombie.
-The kirby hat is a hood, you can still see Kirby's face though.
-He is an evil character so if he was in the Subspace he would be an enemy of any protagonist. -Star KO, heavy breathing
-Oh yeah, and color scheme:
 

SmashBrosMike

Smash Ace
Joined
Aug 15, 2008
Messages
573
Ridley's Moveset

Here is Ridley's moveset I made for him.



Ridley the Space Dragon known for the one resonsible for killing Samus Parents. He is a brutal bloodthirsty creature and he is pretty much very wanted for the next smash bros. game. So here we have Ridley.


Tilt Moves

A : Slash - Ridley simply just slashes at the opponent.

AA: Double Slash - Ridley slashes twice.

AAA: Triple Slash - Ridley slashes three times.

Up Tilt: Wing Lunge - Ridley simply uses his wings and flaps them up in the air.

Down Tilt: Wing Cyclone - Ridley will spin around using his wings and sometimes may even shoot out fire.

Forward Tilt: Wing Burst -Ridley flaps his wings side ways and lets out gusts of winds.


Smash Moves

Forward Smash: Head Basher - Ridley bashes his head at opponents.

Up Smash: Ground Slam - Ridley jumps in the air and comes back down with a strong bash to the ground.

Down Smash: Tail Spin - Ridley spins his tail around and gives little damage to those who are in his way.


Aerials

Neutral Air: Claw and Wings - Ridley simply slashes and then use his wings to attack

Forward Air: Tail Stab - Ridley in the air lashes out his tail and just stabs it at a Character giving them 5% damage.

Back Air: Back Tail - Ridley lashes out his tail from behind.

Up Air: Up to the Sky - Ridley flies up and attacks any character who is in the sky with his sharp claws.

Down Air: Claw Down - Ridley comes down flying and claws into the ground and gives damage to those awho are near.


Throws

Grab A: Claw Fury - Ridley slashes opponent many times.

Forward Throw: Long Throw - Ridley uses both hands and throws them far.

Back Throw: Back Long Throw- Ridley uses both hands and throws them back from very far.

Up Throw: Tail Batter - Ridley throws them into the air and then slaps them with his tail.

Down Throw: Tail Smack - Ridley throws them to the ground and smack them hard with his tail.


Special Moves

B: Flaming Breath - Ridley simply just begins to to breathe fire just like Bowser except the flames last longer.

Side B: Claw - Ridley claws at an opponent giving them little damage like 3%.

Up B: Pteranodon Attack - Ridley flies up into the air and then grabs the opponent and attacks them with his feet like a Pteranodon.

Down B: Sky Dive - Ridley comes down to the ground and if able to get opponent he will bring them down and attack them alot before letting go.

Final Smash: Meta Ridley + Omega Ridley - Ridley grabs the Smash Ball and will sometiems turn into Meta Ridley and sometimes turn into Omega Ridley. If Meta Ridley he will shoot missiles and shoot fireballs like crazy. If Omega Ridley he will let out a mouth beam and also attack like crazy. Can only last for 20 seconds and then Ridley turns back to his old self.


What do you guys think. :chuckle:
 

Kiki52

Smash Journeyman
Joined
Dec 9, 2007
Messages
418
I am reserving Master Chief if no one has called him already. I haven't seen anyone who has called Master Chief yet.

Good job to the Supercultist moveset, and the Giygas joke moveset. Also good job for Bowser's minion Monty Mole. I hope you can make one for Muddy Mole, the game from Miyomoto :)
 

Kiki52

Smash Journeyman
Joined
Dec 9, 2007
Messages
418
Oh yeah and Ridley is a good choice what do you think of the moveset.
Needs as dash A attack. You might also want to add more things, look at any of SirKibble's entries and try to add all the things he does to his moveset to yours for your character. Then it will be very very good.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
Here is Ridley's moveset I made for him.

[...]
First of all, I guess Ridley (and for that matter, surely all other forms of him) have been done already, secondly I wouldn't call this a real quality moveset... A lot of stuff is missing to make him more detailed, such as taunts, ledge and getting up attacks, victory poses, stats, etc.
The moves themselves are lacking details about range, knockback, damage, hitbox.

Even though I'm not a moveset veteran, I don't see a good future for this particular moveset.

Edit:
@Kiki52
Once again, I said Master Chief has already be done, so if you're resubmitting him, make sure it's different to the original one.
 

SmashBrosMike

Smash Ace
Joined
Aug 15, 2008
Messages
573
First of all, I guess Ridley (and for that matter, surely all other forms of him) have been done already, secondly I wouldn't call this a real quality moveset... A lot of stuff is missing to make him more detailed, such as taunts, ledge and getting up attacks, victory poses, stats, etc.
The moves themselves are lacking details about range, knockback, damage, hitbox.

Even though I'm not a moveset veteran, I don't see a good future for this particular moveset.
Oh I see well I tried at least but thanks for the info anyway.
 

SmashBrosMike

Smash Ace
Joined
Aug 15, 2008
Messages
573
I was going to put up a moveset for Banjo-Kazooie but I know they will never appear since Microsoft bought the fights to Rareware in 2002. Which really sucks. =(
 
D

Deleted member

Guest
I was going to put up a moveset for Banjo-Kazooie but I know they will never appear since Microsoft bought the fights to Rareware in 2002. Which really sucks. =(
The thing holding you back is that Banjo was used in the last contest. Otherwise, you can go crazy-go-nuts! As long as it hasn't been used in a previous contest, go for it! You can make movesets for anything from Wayne Campbell to Teen Girl Squad! You can even make up your own original character!
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Remember, guys, you're okay to go ahead with movesets of characters that have been in previous contests, so long as your moveset differs enough from the other one(s).

And remember, detail is your friend.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
Oh I see well I tried at least but thanks for the info anyway.
Look, there's no problem if you overwork it, and make it awesome. This is just, excuse the wording, halfassed. If you put up way more information you could get a good moveset, but something like that I could snot out in 10 minutes. Especially considering the sheer huge amount of ways how you could use Ridley.

As for the movesets I'm thinking of right now progress not that good. I have problems with Eggman's aerial attacks, and for Gilius Thunderhead's Special Up-Move... you guys having any ideas?
 

SmashBrosMike

Smash Ace
Joined
Aug 15, 2008
Messages
573
Here is King K. Rool's Moveset (Note: I can't think of any aerials and other stuff like that for K. Rool. So I can only tell about his specials. Sorry) anyway here it is.


King K. Rool

B: Knuckle Sandwich - King K. Rool pulls out a powerful punch.

Side B: Boomerang Crown - King K. Rool grabs his crown and throws it like a boomerang.

Up B: Crocodile Hurricane - King K. Rool spins around and characters get caught in it who goes near him.

Down B: K. Rool Bomb - King K. Rool jumps in the air and comes down slamming any character near him.

Final Smash: Kaptain K. Rool - King K. Rool gets in his Pirate Suit and starts shooting like Crazy with his gun and after 20 seconds he turns back to normal.


You think it's good. Sorry but I only could think of his specials.
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
Alright, now here is my new moveset...
Chao from the sonic adventure/advance series.



Back-story/Description:
Chao first made their appearance in sonic adventure on the Dreamcast. Chao were Virtual pets that were raised by been given animals or Chaos Drives. Chao could change colour and attributes which depended on what animal or chaos drive was given. Chao die after 24 hours, and can either reborn if they were treated well, or die if they were treated badly. In Sonic adventure 2, you could make your Chao a hero type if you petted it with Sonic, knuckles and tails, and could change them to an evil type if you petted them with Robotnik, Shadow and Rouge. To make them neutral, you had to pet them equally with both good and bad. Chao were raised to get a few emblems from the Chao races. Otherwise they have no purpose in anything, and if you win races, Chao could play with things from TVs to trumpets. Chao had to be raised highly to be in first place. Chao also comes in different Variations in colour, depending if you brought a colour specific egg, or breed to different coloured Chao with each other to make a new colour (I once had a swimmer which had Black and Purple patterns).

Notes:
as you play as Chao to begin with (Chao are the blue Neutral ones), they are weak in all areas, but the longer you use him, the stronger he becomes in every area (the strongest they become is when 4 minutes has gone past). The stats doesn't reset when they die. Every move Chao does have something related to them, from Race prizes to animals, this includes grab attacks and edge attacks.

Also when you use them for so long, you notice certain features (like when you gave a power animal to a Chao, slowly spikes grow on their head) here is how it works (also, if you are the flying type, when you are at your strongest, anything to do with air increases by 0.5, if you are normal, everything increases by 0.1 for example [swimming ability makes animals and chaos drives stronger by 0.7]).

Normal: Use a wide balance of everything
Power: use mostly smash moves:
Speed: when you run a lot.
Fly: if you are in the air a lot
Swim: if you use moves that involve Chaos drives and animals.

You don't turn into Hero or evil Chao though.

Playstyle:

Due to the nature of how Chao envolves and increase in strength, any smart Chao player would camp to the end of the 4 minite mark, making them the strongest, and he is also quite scrwed in Time matches. anyway, Chao could throw drives to get away a bit, and D-air is one way to approach, but if Chao is cornerd, Chao is screwed, You have to be REALLY patient to use Chao to its max potential. Chao just has an unfortunate weakness due to the method of slowly getting stronger. (remember Chao slowly gets stronger, its not just that after the 4 minite mark, his all of the sudden much stronger, just to throw that in.

Base Stats (when weakest):
Power: 3.9/10
Walking Speed: 4/10
Dash speed: 4.8/10
Range: 7.9/10
Projectile distance: 6.9/10
Drop speed/weight: 3.1/10
Size: 1.5/10 (as small as Squirtle)
1st jump: 4.4/10
2nd Jump: 5.1/10
Crouch: 4.2/10
Traction: 5.9/10
Combo: 7.8/10
Wall jump: no
Wall cling: no
Crawling: Yes 5.1/10
Glide: Yes 5.2/10

Base Stats (when strongest):
Power: 7.4/10
Walking Speed: 7/10
Dash speed: 7.9/10
Range: 8.1/10
Projectile distance: 7.8/10
Drop speed/weight: 5.6/10
Size: 2.5/10
1st jump: 7.9/10
2nd Jump: 8.3/10
Crouch: 5.1/10
Traction: 6.9/10
Combo: 6.6/10
Wall jump: no
Wall cling: no
Crawling: Yes 6.1/10
Glide: Yes 8.2/10

Specials:

Neutral B: Flute Playing: Chao picks up a flute and starts to play it, before you think this is a clone of sing, well, you're WRONG! When chao plays the flute, music note comes out which pop to do damage to opponents, this acts more like MG&Ws Neutral B, with music notes randomly popping up. This has some start-up lag. When chao is at its weakest, each note does 2% and very low knockback. when chao is at its strongest, each note does 4% and very low knockback again.


Side B: Drive Throw: this is similar to Olimars side-b, Chao will throw out Chaos drives which colours differ from yellow, green, purple and red. It does knockback when hit, and this has very little start-up and ending lag. When Chao is at its weakest, this does 5% and low knockback. When Chao is at its strongest, this does 9% and low-high knockback.


Up B: Flutter: this does absolutely no Damage and knockback, Chao flutters its wings to gain aerial distance. When the Chao is at its weakest, the distance he flies is the same as Wario’s Up-B, and when Chao is at its strongest, he flies the distance of snake’s recovery by 1.5.


Down B: Seed Plant: Chao buries a seed in the ground. And to activate it, press Down B again, Chao will start waving his water can, and a tree will shoot up like the one in the picture (but scaled much down). When Chao is at his weakest, when you set it off, the tree will pop up to the size of Captain Falcon, which does 12% and mid knockback. When Chao is at its strongest, the tree will grow up to double the size of Ganondorf, which does 19% and high Knockback, this has some start-up lag.

Standard:

Neutral A: Bubble Blow: Chao will blow out bubbles that won’t go that far. When Chao is at its weakest, each bubble will do 1%/2% and very low knockback. When Chao is at its strongest, each Bubble does 2%/3% and low-low Knockback.

Hold Down A: Same as the normal Neutral A.

F-tilt: Skunk Fart: Pulls out a Skunk which farts a little area in front of it, this may cause tripping to occur by 12.5%. This has some start-up lag. When Chao is at its weakest, this will do 8% and low-high knockback. When Chao is at its strongest, this will do 13% and mid-low knockback.

F-Smash: Broom Crush: Chao pulls out a Broom stick which covers good range in front of itself; Chao slams downwards which does good knockback. This has some start up and ending lag. When Chao is at his weakest, it does 14% and mid-low knockback when it’s uncharged, and when it’s charged, this does 19% and mid-high knockback. When Chao is at its strongest, it does 19% uncharged and mid-high knockback, and when charged, it does 24% and high knockback.

U-tilt: Doll Throw-up: Chao throws a Sonic doll up into the air, this has little start-up and ending lag. When Chao is at its weakest, this does 7% which doesn’t cover much distance upward, and does low knockback. When Chao is at its strongest, this does 11% and covers the distance of Olimars U-smash, this does mid-low knockback.

U-Smash: Jack in a Box: Chao unwinds a Jack in a box, this has some ending lag, the jack in a Box head butts straight upwards, slightly to the left, then to the right. When Chao is at his weakest, it does 13% and covers the range of the height of Lucario, and mid-low knockback when it’s uncharged, and when it’s charged, this does 18% covers the range of 2 Mario’s standing on top of each other, and does mid knockback. When Chao is at its strongest, it does 18% uncharged and covers the range of 2 Mario’s standing on each other, and does mid knockback, and when charged, it does 23%, covers the range of 2 Samus’s standing on each other, and does high-low knockback.

D-tilt: Penguin Slide: Chao holds onto a penguin which slides on its belly a bit, it covers more range the stronger Chao gets. When Chao is at his weakest, this does 6% and low-low knockback. When Chao is at its Strongest, it does 11% and does low-high knockback.

D-Smash: Rocking Horse: Chao hops on to a Rocking Horse and swings back and forth. This has little start-up lag, but some ending lag. When Chao is at his weakest, it does 15% and mid-low knockback when it’s uncharged, and when it’s charged, this does 20% and mid-high knockback. When Chao is at its strongest, it does 20% uncharged and mid-high knockback, and when charged, it does 25% and high-low knockback.


Dash Attack: Balancing Ball: Chao runs on top of a ball very quickly. When Chao is at its weakest, this does 7% and does low knockback, when Chao is at its strongest, this does 12% and does low-high knockback

Aerials:

N-air: Parrot Twirl: 2 Parrots fly around Chao who is spinning in the air. When Chao is at its weakest, each parrot does 6% and does low-high knockback, when Chao is at its strongest, each parrot does 10% and does mid-low knockback.

F-air: Drive Dunk: Chao Picks up a chaos drive and swings his arm downwards; this isn’t a meteor smash and has almost no lag on it. When Chao is at its weakest, this does 8% and does low-high knockback, when Chao is at its strongest, this does 13% and does mid knockback.

B-air: Constructive Seal: Chao picks up a seal which does constructive hits like Mr. Game and watches B-air, this does 5 constructive hits. When Chao is at its weakest, this does 9% and does low-high knockback, when Chao is at its strongest, this does 14% and does mid knockback. The final hit sends the enemy back a bit.

U-air: Cymbal Clash: Chao Picks up 2 Cymbals and clash them together up wards, this has little lag on it, and is a great killer. When Chao is at its weakest, this does 10% and does mid knockback, when Chao is at its strongest; this does 15% and does high knockback.

D-air: Pogo stick: This is a stall-then-fall, Chao sends out a Pogo stick and dives straight downwards. When you get hit, you get sent upwards, when you hit the floor, you bounce back into the air. When Chao is at its weakest, this does 8% and does low-high knockback, when Chao is at its strongest, this does 13% and does mid knockback. Wait... does this mean he can stay in the air...forever if Chao wanted to.

Grabs:
Grab attack: Crayon stab: Chao hits the enemy on the head with a crayon. When Chao is at its weakest, this does 2%. When Chao is at its strongest, this does 4%.

F-throw: Pogo Push: Chao picks up a Pogo stick, and jumps onto the enemy. When Chao is at its weakest, this does 9% and does mid-low knockback, when Chao is at its strongest, this does 14% and does high knockback.

B-throw: Broom sweep: Chao picks up a Broom, and sweeps the enemy be underneath, and flips him backwards. When Chao is at its weakest, this does 7% and does mid-low knockback, when Chao is at its strongest, this does 12% and does mid-high knockback

U-throw: Peacocks nest Launch: A peacock picks up the enemy by its feet, and then flies a tiny bit before dropping the enemy. When Chao is at its weakest, this does 8% and does low knockback, when Chao is at its strongest, this does 13% and does low-high knockback.

D-throw: Penguin Trip: Chao sends out a penguin, holds onto it and slides underneath the enemy. When Chao is at its weakest, this does 5% and does low-low knockback, when Chao is at its strongest, this does 10% and does low-high knockback.

Other Attacks:

On Back get up attack: Drive Wingspan: Chao spreads his arms out with a chaos drive in each hand. When Chao is at its weakest, this does 6% and does low knockback, when Chao is at its strongest, this does 10% and does low-high knockback.

On Belly get up attack: Gorilla Spin : a Gorilla spins Chao around, and puts him on the floor. When Chao is at its weakest, this does 8% and does low-high knockback, when Chao is at its strongest, this does 12% and does mid knockback.

Edge attack over 100%: Drive Slam: attacks in front of itself with a chaos drive. When Chao is at its weakest, this does 5% and does low-low knockback, when Chao is at its strongest, this does 9% and does low-high knockback.

Edge attack under 100%: Drive Swipe: Spins onto the stage and swipes his hands with a chaos drive. When Chao is at its weakest, this does 6% and does low knockback, when Chao is at its strongest, this does 11% and does low-high knockback.

Final Smash: Chao Race

A parade of Chao runs across the skin all in different types of appearance. If you are in the path of the Chao, you’ll get buried and take loads of damage (67% if you get buried from the start), and if you jump on top of them, it will do 15% and mid-high knockback. At the end, 5 Power Chaos kick a massive ball which does 30% and very-high knockback if you get hit by the ball. Chao whistles the Chao army across the stage and stands back.

Pros

Infinite aerial time with D-air

Unique moves make him unpredictable

Good range on most moves.

Very Small

Cons

It’s best to kill Chao early on

It’s difficult to get which Chao type you like.

You have to be patient to use Chao to its full potential.

Very Light even when Chao is at its strongest.


Animations

Dizzy: Chao sits on the floor spinning his head while his eyes look crazy.

Sleep: Jumps onto his back and closes his eyes.

Idle: does a little dance every now and again.

Running: Chao takes big steps when he runs.

Crawl: Crawls like how a Chao doesn’t know how to walk yet.

Drowning: he waves his arms around like when a Chao doesn’t know how to swim

Alternate
costumes:

1. The normal Blue colour (when they change to a certrain, they change to that normal colour in the default costume).
2. Green Chao
3. Red Chao
4. Gold Chao
5. Silver Chao
6. White Chao
7. Black Chao
8. Emerald Chao.

Taunts:

Up: throws a Chaos drive over his head.

Side: Plays the Trumpet a bit.

Down: Draws on the floor a Chao head

Victory Taunts:

1. Chao Starts to sing.

2 Chao waves his arms up and down like how he does when he wins a Chao Race

3. Looks at some animals and hugs one of them.

Entrance

A bunch of animals are in a pile, then as Chao gets out, birds and Land animals run away.

Lost animation

weeps his eyes as if he got hit, just like in the Chao Garden.

Crowd Chant

Go Chao (the same tone as when Pikachu gets chanted)

Wii remote Sound:

the sound is when a Chao is yawning.

Stage:Diamond Race (from Beginning to end)

You will first appear on the staring lanes, and then it will slowly scroll to the right. This is a constant walk off stage (except from the very start and end), and when you reach the end/water/big gap, a big rainbow coloured platform appears which will carry you across water or take you back to the beginning. When you reach a corner, the camera sharply turns around along with the characters to avoid glitches. And on a circular turn, it will slowly go around it. You can jump on every obstacle and what not. Every now and again, 8 Chao will run past quite quick, they appear every 20 seconds and can easily quite jump over them, if you get hit by one of the Chao, it will do 19% and high knockback, also Chao come from the left, so the screen isn’t looking at the entrance. Also the whole Race area is picked up as you are allowed to look quite far from the actual area you fight in.

Music:
Chao Race
Hero Race
Dark Race
Challenge Race
Chao Garden
Chao Karate


Related Items:

Assist Trophy: Omachao: Omachao Just ramble and ramble on how to play, what the foes weakness (well, SUGGESTS). You can hit it/throw it. And if you do that 4 times, it will leave the stage.

Trophy Descripition



A type of creature that can absorb and learn skills and traits from other life-forms, adapting its shape as it does. This results in vast variations in appearance, behavior, and personality. Chao are generally very cute, and their mannerisms are pleasant and relaxing. Chao Gardens are a good place to find them, but they also inhabit areas with freshwater.

Snake Codec:

Mei Ling: Wow, isn’t that creature adorable Snake?
Snake: Yeah, whatever, what do you know about it?
Mei Ling: that’s Chao, Chao are pets that can be found in Water, or a Chao Garden.
Snake: they get their own World.
Mei Ling: Chao can get stronger if they are given animals or chaos drives.
Snake: They get stronger by being given animals, that’s ridiculous.
Mei Ling: Please Snake, it peaceful, they mean no harm, they don’t deserve any pain.
Snake: haven’t you learnt anything lately? You should know is that the peaceful, quite people are the ones to watch out for.

SSE Role:

When Olimars Pikmen start attacking the giant R.O.B, but then R.O.B wakes up and kills most of the Pikmen, Olimar is shaking in fright, but then a Blue Chao jumps up far into the sky, and lands on the ground next to Olimar, they look at each other, and Chao whistles for a herd of Chao, the Chao run towards the giant R.O.B, but the R.O.B shoots many lasers and most of the chao die, and others start to run away. the leader of the Chao starts to sit down, and starts to cry, and olimar hugs Chao, who is still shaking, and then the Blue falcon rushes towards the Giant R.O.B, and Captain falcon comes to the rescue... (look at Metal Knuckles SSE Role)

Please Rate and Comment! I will be Grateful!
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Well, guys, I'm really going now. I'll check on and compile a list of / organize all this when I figure the internet out up at USU. Wish me luck. Keep the quality movesets coming. I'll work on getting internet as soon as possible.

Until then... SirKibble, out!
 
D

Deleted member

Guest
@Dancingfrogman: Clever use of the Chao's evolution abilities. I like it.

I'm reserving Teen Girl Squad.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
Doesn't eggman have a little flying machine thing? Just have him swing that ball.
He does, but I'm not intending on using Eggman in the Eggpod as character, rather Eggman alone. His final smash will be exactly that machine you posted here, so yeh. :x

@SmashBrosMike:
Please, if you make a moveset, put a little effort in it. Both of your tries are not really worked out, and they definitely won't be among the finalists. :/
 

cheap_josh

Smash Ace
Joined
Mar 24, 2008
Messages
914
Location
Northern Virginia
Idk then, my only other idea would be Bean machine.
And, that is a very good Chao moveset dancingfrogman, props.
I better start working on another moveset while I'm still in the mood.
 
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